Preview

Nintendo Case

Good Essays
Open Document
Open Document
994 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Nintendo Case
1. What factors do you think enabled Sega to break Nintendo’s near monopoly of the U.S. video game console market in the late 1980s?
There are a few different factors that allowed Sega to break Nintendo’s near monopoly of the U.S. video game console market. First, the introduction of a 16-bit system was huge. This was double the original 8-bit systems that were out and consumers were anxious to try it because of the enhanced graphics. Second, Sega made their new system backward compatible with its 8-big Master System games meaning that anyone who already owned these games could play them on the new system as well as any of the new games that were released. Sega also produced their games in-house which saved money. They focused their attention on increasing unit sales to drive game sales instead of focusing on making a large profit on consoles. The combination of in-house games and less focus on consoles allowed them to have over four times the amount of games as Nintendo by the end of 1991 and people ultimately flocked to where the games where.
2. Why did Nintendo choose to not make its video game consoles backward compatible? What were the advantages and disadvantages of this strategy?
Nintendo chose to not make its video game consoles backward compatible because this meant that consumers would have to spend money on a new console as well as new games and thus create more revenue. The advantages to this were that they could possibly make a lot more money because of the necessity to sell new games with new systems. The disadvantages is that many people were not interested in having to spend extra money on new games if they were able to purchase a new Sega console that allowed them to use old games as well as new ones. This lead to Sega’s ability to surpass Nintendo in sales.
3. What strengths and weaknesses did Sony have when it entered the video game market in 1995?
When Sony entered the video game market in 1995, it was one of the first

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The earlier the new technology introduced, the more effective impact gave in the industry. Although the companies applied with the similar type tech, the first mover gained the perception as a dominant player. The first introduction of the 16bit and CD-ROM can lead respectively the market in its generation like Sega and Sony. However, it doesn’t affect always it. If the competitors could response strongly, quickly to follow it advantage, the first mover benefits would not last long like Wii.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Econ 213 PS1

    • 502 Words
    • 3 Pages

    Based on the information provided for the market for video games, answer the following questions.…

    • 502 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Wii Encore Case

    • 1383 Words
    • 4 Pages

    There are many possibly factors that oculd explain why the leader in one generation did not become the leader in the next generation. First of all, there were ne and differential technologies in the game industry. In the console game industry, “generations” are defined by advancement of the underlying technology. Nearly all technological leaps from one generation to the next were marked by a change of industry leadership. Such as, the third generation (1888-1944) was dominated by Saga Genesis console whis was set firstly applied with a 16-bit microprocesors. And in the fourth generation, Sony introduced PlayStation, a 32-bit CD-ROM videogame machine which had more storage capacity and much lower costs.…

    • 1383 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    econ 2012

    • 375 Words
    • 3 Pages

    Based on the information provided for the market for video games, answer the following questions.…

    • 375 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Econ 213

    • 423 Words
    • 2 Pages

    Based on the information provided for the market for video games, answer the following questions.…

    • 423 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Case Study

    • 1147 Words
    • 3 Pages

    4. What was Sony’s marketing program for the launch of the PS3? What is the competitive advantage of the PS3? What are the weaknesses of the PS3?…

    • 1147 Words
    • 3 Pages
    Powerful Essays
  • Good Essays

    a. What supply chain changes did Microsoft make between the Xbox and the Xbox 360? What was the motivation for these changes?…

    • 753 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    3. Compare the life cycle of Nintendo’s videogame consoles as a whole to a particular console, such as the Wii.…

    • 297 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    Nintendo Strategy

    • 4445 Words
    • 18 Pages

    Nintendo Co. Ltd. is a longstanding member of the home entertainment software industry that has embarked on a mission to offer the highest quality products and services while treating their customers with attention, consideration and respect. Nintendo’s strategy thus far has been to take advantage of their video game development capabilities; nearly 60% of games sold by Nintendo are self developed. The innovative capabilities derived from various gaming platforms have allowed Nintendo to capitalize off of a series of attachment control devices. The biggest strength that Nintendo has is a strong brand name along with high returns. A well established brand name gives Nintendo an edge over its competitors. Nintendo is the only company that has managed to capitalize on both hardware and software components. The biggest opportunity for Nintendo is to incorporate themselves into the online gaming market due to short product life cycles. Nintendo maintains their competitive advantage through superior game and character development, for which it often owns the legal rights. In a technical comparison of the Wii against its major competitors, it is substantially outperformed in speed processing, memory, storage, networking, video output and multimedia output. If Nintendo wishes to maintain a competitive advantage, the niche market must be penetrated while maintaining the integrity of the Nintendo brand image. Nintendo Black would become a subsidiary company of Nintendo Co. Ltd. that will operate with a mission to specialize in advanced technological specifications to consoles that will compete with Microsoft and Sony. If the proper measures are taken then Nintendo has the opportunity to continue to position itself as an alternative to the gaming experience while increasing the level of competition for its rival companies with its subsidiary company.…

    • 4445 Words
    • 18 Pages
    Powerful Essays
  • Better Essays

    thaddeus fotos

    • 1640 Words
    • 7 Pages

    In the console-gaming world people know Sony and Nintendo. Microsoft may be the largest and richest software company in the world, but it’s unknown when it comes to console gaming. Microsoft is counting on the Xbox to change that perception. Gamers may not be willing to take a chance with the Microsoft Xbox, even if it is far superior to any console ever made. Nintendo Gamecube is nothing if charismatic. Nintendo’s new machine is half the size of any other console and looks like a toy with its brightly colored plastic shell and handle. It’s destined to be home of such popular games as Mario, Donkey Kong, Pikachu, and Kirby. Nintendo Gamecube seems mismatched as it goes up against the Microsoft Xbox and the Sony Playstation 2 (a multimedia mayhem that Sony says it’s supposed to be “The Future Of Entertainment”). All this makes you think; what makes Nintendo believe it can possibly go up against the ultra-sophisticated Xbox.…

    • 1640 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Reign of Nintendo

    • 631 Words
    • 3 Pages

    Nintendo has had many competitors over the years starting with Atari and Calico. In 1985 they took the rapidly failing game market by storm releasing the Nintendo Entertainment System along with 15 other games sold separately. By 1987 they have released 20 games including Metroid and Super Mario Brothers, and completed the annihilation of the Atari with the release of The Legend of Zelda. In 1996 there was the release of the Nintendo 64 which was almost out shown by Sony's Play Station released in the same year due to the lack of title available at the time. Less than 6 months later they released 15 games knocking Sony out of the water with their massive fan base. The climb didn't stop there. Not only where they releasing television counsels the where domination the hand held world with the release of the game boy. From 1994 to now…

    • 631 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Business Policy Week 8

    • 1281 Words
    • 6 Pages

    One reason the Sega Dreamcast failed during my analysis was the ease for game developers to create games on consoles (Hamilton, P. David). What this means is that creators of popular games would hesitate to create games for the Dreamcast because it did not have a user friendly way for development. One thing that can make or break a video game system is its library of games. It does not matter if a gaming system is more technologically advanced if it has boring games in their library.…

    • 1281 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Nintendo single-handedly revolutionized gaming forever and here’s how they did it. Nintendo has been known to be the king when it comes to the gaming industry. They have a long running history, and own many iconic characters in the world. You may wonder, how did they achieve this? Compared to their competitors, Nintendo constantly drives on easy to pick up and casual games. Unlike games nowadays, where the internet is prevalent, Nintendo shines in creating a social aspect when gaming, capitalizing on family friendly fun. In addition, Nintendo understands their game well, and this can be seen from the audience they market to. By targeting the casual gamers and their families, Nintendo can monopolise the casual gaming market and rule out the…

    • 1677 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative…

    • 474 Words
    • 2 Pages
    Satisfactory Essays